User prompt
increase the influence of the second planet on the ball
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increase the influence of the second planet on the ball
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to increase the second planet's gravity tenfold
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to quadruple the gravity of the second planet
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Fix Bug: 'ReferenceError: secondPlanet is not defined' in or related to this line: 'var gravity = currentPlanet.mass / (distance * distance) * (7 * (currentPlanet === secondPlanet ? 1.8 * 1.3 : 1.3)); // Adjust gravity based on planet' Line Number: 230
User prompt
Fix Bug: 'ReferenceError: secondPlanet is not defined' in or related to this line: 'ellipticalOrbitObject.update(secondPlanet);' Line Number: 263
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Fix Bug: 'ReferenceError: secondPlanet is not defined' in or related to this line: 'var planets = [secondPlanet];' Line Number: 222
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Fix Bug: 'Uncaught ReferenceError: planet is not defined' in or related to this line: 'var safeZone = planet.radius * 3;' Line Number: 30
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deleted planet
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make the second planet invisible.
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Fix Bug: 'Uncaught ReferenceError: planetGraphics is not defined' in or related to this line: 'self.radius = planetGraphics.width / 2;' Line Number: 77
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make the second planet invisible
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the second planet up by 50
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the second planet up by 100
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center the second planet in the center of the screen
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center the planet in the center of the screen
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reduce the collision strength of ellipticalOrbitObject and satellite by 10 percent
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reduce the collision strength of ellipticalOrbitObject and satellite by 25 percent
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reduce collision strength of ellipticalOrbitObject and satellite
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increase the radius and strength of the effect of ellipticalOrbitObject and satellite gravity on the ball
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increase the radius and strength of the effect on the ellipticalOrbitObject gravity ball and satellite
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increase the radius and strength of the effect on the ellipticalOrbitObject gravity ball and satellite
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make the gravity settings of ellipticalOrbitObject and satellite the same as those of the planets
User prompt
increase the effect on the ball of gravity ellipticalOrbitObject and satellite
/**** * Classes ****/ // Ball class var Ball = Container.expand(function () { var self = Container.call(this); var ballGraphics = self.attachAsset('ball', { anchorX: 0.5, anchorY: 0.5 }); self.mass = 10; self.velocity = { x: 0, y: 0 }; self.radius = ballGraphics.width / 2; self.update = function () { var initialSpeed = 15; var maxSpeed = initialSpeed * 2; var currentSpeed = Math.sqrt(self.velocity.x * self.velocity.x + self.velocity.y * self.velocity.y); if (currentSpeed > maxSpeed) { var speedReductionFactor = maxSpeed / currentSpeed; self.velocity.x *= speedReductionFactor; self.velocity.y *= speedReductionFactor; } self.x += self.velocity.x; self.y += self.velocity.y; }; self.reset = function () { var safeZone = planet.radius * 3; var minX = safeZone; var maxX = game.width - safeZone; var minY = safeZone; var maxY = game.height - safeZone; do { self.x = Math.random() * (maxX - minX) + minX; self.y = Math.random() * (maxY - minY) + minY; var dx = planet.x - self.x; var dy = planet.y - self.y; } while (Math.sqrt(dx * dx + dy * dy) < safeZone); var angle = Math.random() * Math.PI * 2; self.velocity = { x: Math.cos(angle) * 15, // Increased initial speed y: Math.sin(angle) * 15 // Increased initial speed }; }; }); // Paddle class var Paddle = Container.expand(function () { var self = Container.call(this); var paddleGraphics = self.attachAsset('paddle', { anchorX: 0.5, anchorY: 0.5 }); self.isMoving = false; self.update = function () { // Paddle update logic }; }); // SecondPlanet class var SecondPlanet = Container.expand(function () { var self = Container.call(this); var planetGraphics = self.attachAsset('secondPlanet', { anchorX: 0.5, anchorY: 0.5, alpha: 0 }); self.mass = 5000; // Increased mass for stronger gravity calculation self.radius = planetGraphics.width / 2; self.x = game.width / 2; self.y = game.height / 2 - 150; // Move the second planet up by 150 units }); // Health class var Health = Container.expand(function () { var self = Container.call(this); var healthGraphics = self.attachAsset('health', { anchorX: 0.5, anchorY: 0.5 }); self.width = healthGraphics.width; self.height = healthGraphics.height; }); // Satellite class var Satellite = Container.expand(function () { var self = Container.call(this); var satelliteGraphics = self.attachAsset('satellite', { anchorX: 0.5, anchorY: 0.5 }); self.orbitRadius = 0; self.orbitSpeed = 0.01; self.orbitAngle = Math.random() * Math.PI * 2; self.update = function () { self.orbitAngle += self.orbitSpeed; var dx = planet.x - game.width / 2; var dy = planet.y - game.height / 2; var ellipseRatio = 3; // Reduce the mass of the satellite to decrease gravitational force self.mass = 1000; // Adjusted mass for weaker gravity calculation self.x = game.width / 2 + self.orbitRadius * ellipseRatio * Math.cos(self.orbitAngle) + dx + 1500; self.y = game.height / 2 + self.orbitRadius / ellipseRatio * Math.sin(self.orbitAngle) + dy; if (self.x < -self.width * 2 || self.x > game.width + self.width * 2 || self.y < -self.height * 2 || self.y > game.height + self.height * 2) { self.orbitRadius = Math.max(game.width, game.height) / 3.5; } }; self.reset = function () { self.orbitRadius = Math.max(game.width, game.height) / 4; self.orbitSpeed = (Math.random() * 0.02 + 0.005) * 0.5; self.orbitAngle = Math.random() * Math.PI * 2; }; }); // EllipticalOrbitObject class var EllipticalOrbitObject = Container.expand(function () { var self = Container.call(this); var orbitObjectGraphics = self.attachAsset('ellipticalOrbitObject', { anchorX: 0.5, anchorY: 0.5 }); self.orbitRadius = 0; self.orbitSpeed = 0.01; self.orbitAngle = Math.random() * Math.PI * 2; self.update = function (secondPlanet, ball) { self.orbitAngle += self.orbitSpeed; var dx = secondPlanet.x - game.width / 2; var dy = secondPlanet.y - game.height / 2; var ellipseRatio = 2; // Ratio for the elliptical orbit self.x = game.width / 2 + self.orbitRadius / ellipseRatio * Math.sin(self.orbitAngle + Math.PI / 2) + dx; self.y = game.height / 2 + self.orbitRadius * ellipseRatio * Math.cos(self.orbitAngle + Math.PI / 2) + dy - 900; if (self.x < -self.width * 2 || self.x > game.width + self.width * 2 || self.y < -self.height * 2 || self.y > game.height + self.height * 2) { self.orbitRadius = Math.max(game.width, game.height) / 4; } // Gravity effect on the ball if (ball) { if (ball) { var distanceToBall = Math.sqrt(Math.pow(ball.x - self.x, 2) + Math.pow(ball.y - self.y, 2)); // Rest of the code that uses distanceToBall } // Rest of the code that uses distanceToBall } var gravityStrength = self.mass / Math.pow(distanceToBall, 1.8); // Decreased the exponent to increase gravity effect if (distanceToBall < self.orbitRadius) { var gravityX = (self.x - ball.x) / distanceToBall * gravityStrength; var gravityY = (self.y - ball.y) / distanceToBall * gravityStrength; ball.velocity.x += gravityX; ball.velocity.y += gravityY; } }; self.reset = function () { self.orbitRadius = Math.max(game.width, game.height) / 5; self.orbitSpeed = (Math.random() * 0.02 + 0.005) * 0.65; self.orbitAngle = Math.random() * Math.PI * 2; }; }); // Background class var Background = Container.expand(function () { var self = Container.call(this); var backgroundGraphics = self.attachAsset('background', {}); backgroundGraphics.width = game.width; backgroundGraphics.height = game.height; self.addChild(backgroundGraphics); }); /**** * Initialize Game ****/ // Initialize background var game = new LK.Game({ backgroundColor: 0x000000 // Init game with black background }); /**** * Game Code ****/ // Initialize background var background = game.addChild(new Background()); // Initialize game elements var ball = game.addChild(new Ball()); var leftPaddle = game.addChild(new Paddle()); var rightPaddle = game.addChild(new Paddle()); // Initialize health objects var healthObjects = []; for (var i = 0; i < 5; i++) { var health = game.addChild(new Health()); health.x = game.width - (i + 1) * (health.width + 10); health.y = 110; healthObjects.push(health); } // Set initial positions leftPaddle.x = 100; leftPaddle.y = game.height / 2; rightPaddle.x = game.width - 100; rightPaddle.y = game.height / 2; var planet = game.addChild(new SecondPlanet()); ball.reset(); // Initialize the elliptical orbit object var ellipticalOrbitObject = game.addChild(new EllipticalOrbitObject()); ellipticalOrbitObject.reset(); // Initialize satellite var satellite = game.addChild(new Satellite()); satellite.reset(); // Game logic LK.on('tick', function () { ball.update(); leftPaddle.update(); rightPaddle.update(); // Check for collisions with paddles and prevent ball from passing through if (ball.intersects(leftPaddle)) { ball.velocity.x = Math.abs(ball.velocity.x) * (leftPaddle.isMoving ? 1.05 : 1); ball.x = leftPaddle.x + leftPaddle.width / 2 + ball.radius; leftPaddle.isMoving = false; } else if (ball.intersects(rightPaddle)) { ball.velocity.x = -Math.abs(ball.velocity.x) * (rightPaddle.isMoving ? 1.05 : 1); ball.x = rightPaddle.x - rightPaddle.width / 2 - ball.radius; rightPaddle.isMoving = false; } // Check for collisions with top and bottom boundaries if (ball.y - ball.radius <= 0 || ball.y + ball.radius >= game.height) { ball.velocity.y *= -1; } // Gravity effect from planets var planets = [planet]; planets.forEach(function (currentPlanet) { var dx = currentPlanet.x - ball.x; var dy = currentPlanet.y - ball.y; var distance = Math.sqrt(dx * dx + dy * dy); var safeDistance = (currentPlanet.radius + ball.radius + 50) * 2; // Doubling the safe margin to increase gravity range if (distance < safeDistance) { // Adjusted gravity effect to maintain a safe distance var gravityMultiplier = currentPlanet === planet ? 1.3 : 5 * 1.3; var gravity = currentPlanet.mass / (distance * distance) * (10 * gravityMultiplier); // Adjust gravity based on planet var gravityX = dx / distance * gravity; var gravityY = dy / distance * gravity; ball.velocity.x += gravityX * (1 - (safeDistance - distance) / safeDistance); ball.velocity.y += gravityY * (1 - (safeDistance - distance) / safeDistance); } }); // Update satellite orbit and check for collision with the ball satellite.update(); if (satellite.intersects(ball)) { // Reflect ball velocity var normalX = ball.x - satellite.x; var normalY = ball.y - satellite.y; var normalLength = Math.sqrt(normalX * normalX + normalY * normalY); normalX /= normalLength; normalY /= normalLength; var dotProduct = ball.velocity.x * normalX + ball.velocity.y * normalY; ball.velocity.x -= 2 * dotProduct * normalX; ball.velocity.y -= 2 * dotProduct * normalY; } // Reset ball if it goes off screen and remove one health object if (ball.x < -ball.radius || ball.x > game.width + ball.radius) { if (healthObjects.length > 0) { var lastHealthIndex = healthObjects.length - 1; healthObjects[lastHealthIndex].destroy(); healthObjects.splice(lastHealthIndex, 1); } ball.reset(); if (healthObjects.length === 0) { LK.showGameOver(); } } // Update the elliptical orbit object and check for collision with the ball ellipticalOrbitObject.update(planet); if (ellipticalOrbitObject.intersects(ball)) { // Reflect ball velocity var normalX = ball.x - ellipticalOrbitObject.x; var normalY = ball.y - ellipticalOrbitObject.y; var normalLength = Math.sqrt(normalX * normalX + normalY * normalY); normalX /= normalLength; normalY /= normalLength; var dotProduct = ball.velocity.x * normalX + ball.velocity.y * normalY; ball.velocity.x -= 2 * dotProduct * normalX; ball.velocity.y -= 2 * dotProduct * normalY; } }); // Touch controls for paddles function handleTouch(obj) { var touchPos = obj.event.getLocalPosition(game); if (touchPos.x < game.width / 2) { leftPaddle.isMoving = leftPaddle.y !== touchPos.y; leftPaddle.y = touchPos.y; } else { rightPaddle.isMoving = rightPaddle.y !== touchPos.y; rightPaddle.y = touchPos.y; } } game.on('down', handleTouch); game.on('move', handleTouch);
===================================================================
--- original.js
+++ change.js
@@ -226,10 +226,10 @@
var distance = Math.sqrt(dx * dx + dy * dy);
var safeDistance = (currentPlanet.radius + ball.radius + 50) * 2; // Doubling the safe margin to increase gravity range
if (distance < safeDistance) {
// Adjusted gravity effect to maintain a safe distance
- var gravityMultiplier = currentPlanet === planet ? 1.3 : 2.5 * 1.3;
- var gravity = currentPlanet.mass / (distance * distance) * (7 * gravityMultiplier); // Adjust gravity based on planet
+ var gravityMultiplier = currentPlanet === planet ? 1.3 : 5 * 1.3;
+ var gravity = currentPlanet.mass / (distance * distance) * (10 * gravityMultiplier); // Adjust gravity based on planet
var gravityX = dx / distance * gravity;
var gravityY = dy / distance * gravity;
ball.velocity.x += gravityX * (1 - (safeDistance - distance) / safeDistance);
ball.velocity.y += gravityY * (1 - (safeDistance - distance) / safeDistance);
plasma barrier. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
neutron star. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
neutron star, pulsar. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
cat eye nebula, cartoon style. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
flying saucer, cartoon style. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
erase